Halfling Yarnspinner
Creature 7 — halfling, humanoid
Yarnspinners weave captivating tales that entertain, educate, and preserve the rich heritage of the halfling people across generations. Halflings thrive on simple pleasures—having a pint at the pub or warming their feet by the hearth.
Source: pathfinder-npc-core
Perception +14
Skills arcana +16, deception +16, diplomacy +16, intimidation +14, occultism +17, performance +19, religion +15, society +15
Str
-1
Dex
+4
Con
+0
Int
+4
Wis
+3
Cha
+5
AC 24
Fort +11
Ref +15
Will +18
HP 110
Speed 25 feet
Offense
Melee Shortsword +16, Damage 1d6+3 piercing
Melee Fist +15, Damage 1d4+3 bludgeoning
Ranged Halfling Sling Staff +16, Damage 1d10+3 bludgeoning
Abilities
Keen Eyes — The halfling gains a +2 circumstance bonus when using the Seek action to find Hidden or Undetected creatures within 30 feet of them. Whenever the halfling targets a creature that is Concealed or hidden from them, reduce the DC of the flat check to DC 3 Flat for a concealed target or DC 9 Flat for a hidden one.
Tale Specialist — For encounters involving storytelling, local history, or lore, the yarnspinner is a 10th-level challenge.
Guidance Through Tales (auditory, concentrate, linguistic, mental) —
Mesmerizing Tale (auditory, aura, incapacitation, linguistic, mental, occult) — The yarnspinner weaves a long-winded but captivating narrative that enchants those nearby. Any creature that's in a 20-foot type:emanation or starts its turn in the aura must attempt a DC 24 Will save. The Mesmerizing Tale lasts until the end of the yarnspinner's next turn, but can be Sustained. The first time the yarnspinner Sustains the aura on subsequent rounds, the aura expands by 10 feet, to a maximum of 60 feet.
**Critical Success** The creature is unaffected, and is temporarily immune for 24 hours.
**Success** The creature is unaffected.
**Failure** The creature becomes Fascinated with the yarnspinner until the start of its next turn, and must spend all its actions to move closer to the yarnspinner and listen to the tale.
Resonant Weapons (occult, sonic) — If the yarnspinner's Mesmerizing Tale aura is active or they have cast a spell within the last round, their Strikes with magic weapons deal an additional 2d10 sonic damage.
Spells
Confusion (rank 4)
Honeyed Words (rank 4)
Translocate (rank 4)
Haste (rank 3)
Heroism (rank 3)
Ring of Truth (rank 3)
Invisibility (rank 2)
Laughing Fit (rank 2)
Revealing Light (rank 2)
Daze (rank 1)
Detect Magic (rank 1)
Figment (rank 1)
Illusory Disguise (rank 1)
Illusory Object (rank 1)
Light (rank 1)
Mindlink (rank 1)
Read Aura (rank 1)
Soothe (rank 1)
Soothe (rank 1)
Ventriloquism (rank 1)
Run Halfling Yarnspinner in the encounter builder — free, no install.
Open in PathfinderGM →